Original Post
I'm currently learning OpenGL using the NeHe tutorials. I'm currently up to lesson 10, but I'm having some trouble understand the whole deal around the camera. It says: 1. Rotate and translate the camera position according to user commands 2. Rotate the world around the origin in the opposite direction of the camera rotation (giving the illusion that the camera has been rotated) 3. Translate the world in the opposite manner that the camera has been translated (again, giving the illusion that the camera has moved). I don't completely understand 2 and 3. 1 is updating the camera according to user input, ie. move 1 unit forward, rotate to 90 degrees. But what about 2 and 3? And why is it done like that? I want to understand WHY I have to do it. I also want to move away from doing translations/rotations by doing it the hard way, and therefor I want to switch to the use of matrices. What would be good material to dive into for that? Thank you. Toolmaker
